Christoph_H Posted June 25, 2018 Share Posted June 25, 2018 Hi, whats the best way to group the outer 4 points of a primitive? I've tried this with bounding box but I don't know what to do. I want to select with pos. string grp = itoa(@primnum); vector bbmin = getbbox_min(0,grp); vector bbmax = getbbox_max(0,grp); vector bbsize = getbbox_size(0,grp); vector pos = set(bbmin.x, bbmin.y, bbmax.z); An other way is to use pcfind. But the setting with the radius is problematic. In my script I want to manipulate primitives. They can also be of different sizes and have different point arrangements on the inside. Therefore the pcfind radius should always be different Finally, I always want access to the outer 4 corners. However, I would be interested to know what is the best way to deal with this situation, to create these new surfaces. thanks. Quote Link to comment Share on other sites More sharing options...
3dome Posted June 25, 2018 Share Posted June 25, 2018 (edited) i guess such a point always has 4 neighbours, so Quote //pointwrangle @group_cornerPts = neighbourcount(0, @ptnum) == 4; EDIT: it's a bit diffuse how much control you have about the other points (are they grouped, etc)? so my code above might not be what you want. instead you could UV each quad and select the corner points based on their UVs ({0,0}, {0,1},{1,0},{1,1}) Edited June 25, 2018 by 3dome 1 Quote Link to comment Share on other sites More sharing options...
Christoph_H Posted July 4, 2018 Author Share Posted July 4, 2018 thanks. Quote Link to comment Share on other sites More sharing options...
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